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Sam@ke

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Everything posted by Sam@ke

  1. „xrParticlesEditor„ is a resource for creating particle effects and saving them into mapfiles. This resource is in a early BETA state and still work in progress. Bugs have to been expected especially on mapping in multiplayer with other players. Most features arent finished yet, but should working rudimentary for first testing. „xrParticleEditor“ is part of an upcoming bundle including: - „xrParticleEditor“: dx particle modul -„ xrLightsEditor“: dynamic light modul -„ xrShaders“: bundle of shaders im working since a while (more than 1 year now) Have fun and feel free to report bugs to: [email protected] Before start please read documentation first: https://dl.dropboxusercontent.com/u/55249692/xrParticelEditor%20-%20Documentation.pdf Videos: Editor preview: Effects tests: Core-Bindings: Main: „M“ – show / hide editor part „F“ – switch between fly mode and effect mode Flymode: „W“ – move camera forward „S“ – move camera back „A“ – move camera left „D“ – move camera right „L-Shift“ – move camera faster „L-ALT“ – move camera slower Effectmode: „Left Mouse“ – select /deselect effects „Right Mouse“ – place new effect „F3“ – open settings for SELECTED effect „Arrow Up“ – move effect forward „Arrow Down“ – move effect back „Arrow Left“ – move effect left „Arrow Right“ – move effect right „Numpad 8“ – move effect up „Numpad 2“ – move effect down Download: https://community.multitheftauto.com/index.php?p=resources&s=details&id=10934 GitHub: https://github.com/Samake/xrparticleseditor
  2. @FuriouZ: At the moment i plan only to increase used techniques for each new resource, so its better to understand what happens with those examples. @FranklinRoosevelt: Send me please the texture id you want to modify by shaders, so i can write an example resource to you. Day 5 added!
  3. Day 3 resource added. @ChicoRDL: I updated resources 1 & 2, please try again if issue persists. I cant reproduce fps drops on my machine. Thanks for testing.
  4. Hi there, this thread includes resources which were produced as semi products on working and research different techniques. Most of that resources wont be useable for your servers, but they´ll showing examples how to handle or create some stuff for it. A lot of resources uses OOP classlib of sbx320, so a special thanks goes to him. You can use it for waht ever you want and didnt need any permission! EDIT: The challenge to release 101 resources each day was cancelled by time. I´ll release planned resources more randomly now. 1.) DX-Fog example The resource today shows an example how to create animated dx-fog using OOP instances. Someone can need that as background of loading screens or any menus, maybe. Download: https://community.multitheftauto.com/index.php?p=resources&s=details&id=10765 2.) Vehicle Damage Shader This resource creates a little effect (blurred sight, lost colours, heartbeat and noise sound) if you got damage by vehicle collision. Effect is appending by impact damage. Download: https://community.multitheftauto.com/index.php?p=resources&s=details&id=10772 3.) Particle Objects (Groundfog) This resource creates a simple ground fog effect to simulate ingame particles. Particles using OOP-Instances. Video: Download: https://community.multitheftauto.com/index.php?p=resources&s=details&id=10784 4.) DX-Confetti Effect This resource creates a simple dx-confetti effect. Effect can be triggered by event "createConfetti" or by command "/confetti". Download: https://community.multitheftauto.com/index.php?p=resources&s=details&id=10786 5.) Menu-fading with Pixelshaders This is a little example resource which demonstrate how create neat fade-in and fade-out effects using pixelshaders. Also test menu includes fog background of day 01 resource. With key "U" you can open or close menu!!! Video: Download: https://community.multitheftauto.com/index.php?p=resources&s=details&id=10788 6.) Server-synchronized and shadered billboards Simple resource showing server synchronized and shader faded billboards. Video: Download: https://community.multitheftauto.com/index.php?p=resources&s=details&id=10793 Greetings, Sam@ke
  5. There is a little point in this which have to been remembered: The whole plattform "Multitheftauto" including the Software, Community Page, Support and Forum is completely free for all of you guys. Nobody has to be sold anything to use this. You get the whole "MTA-Package" for free, a lot of peoples spend time in years to let this project alive. Remember!!! "For free"!!! So what in hell is the reason to make money with scripts for a plattform and community which is living by having same interests? Sorry for my bad english!
  6. When will there be an release version of AGP? I´m not fine with peformance if all effects are running at the moment. I´ve to investigate and check for improvements in code and effects for this. Additional im already in implementing new weathers and their weather effects. Most performance intensive parts are dynamical sun light and grass shader at the moment. This both alone occuring a 40% frame drop.
  7. On all effects enabled in full quality there is a frame rate loss of around 40%. This isnt good but im not experienced enough for more optimizing at the moment. Package includes "dynamic sun light", "skybox with included smooth faded textures", "sunshafts", "bloom", "Depth of Field", "water", vehicles", "glass" and "grass shaders". Each effect can be enabled/disabled by shader panel and all performance critical shaders (sunlight, sunshafts, dof, water and vehicles) can enabled in 5 quality stages. So it should run on a lot of machines. Computers who can run Vanilla-MTA only in low settings arent the main group for this package. This should be used for powerful machines only at the moment. But aware i work only on a 600€ Laptop and this can run this smoothly!
  8. Hi there, caused by this shaders and there own lightning model, original gta/mta weather wont work anymore. So i have to built my own, i´ve finished 120 weather presets based on my old CSWP project. I´m in implementing the different time and weather stages at the moment. I think it will be finished in 1 or 2 weeks for full working 1st version.
  9. Little preview of next version. Project will be renamed in "AGP - Advanced Graphics Package". Most shaders can now be configured in 5 different quality stages.
  10. Hi codylewiz, i´ve plan to implement some quality settings for next version so effect is much customizable. Additional there are some possibilities for improvements like dowsampling, reduce layer size for rendertargets. I´ll post if new update is available so you can try again. Please report your performance experience here then. I´m not able to test on different machines so i need your help in this case. Things like shadows and advanced light improvements i tried different times, but wasnt able until yet to bring that native into MTA. My shader experiences are low/medium and im not an expert, so most of them based on try and error system. We will see what will be possible in next weeks. Thanks for your all replies and i hope to get an version which is playable for most of our players. Best wishes, Sam@ke
  11. Hello guys, there is a little product which i got in last days by testing with depthbuffer shader example of wiki. I´ve created already a godray shader some month ago, but this one works much better and has better performance. You can do what you want with it, but dont reupload under your name!!! Isnt made for use on public servers yet, is only a demo of used technique, so anywhere can create new cool stuff with it (Ren172?). Feel free and have fun. Here some video´s of v1 and v2: v1: v2: Download: https://community.multitheftauto.com/index.php?p=resources&s=details&id=10219
  12. Please delete this resources: https://community.multitheftauto.com/index.php?p=resources&s=details&id=8676 https://community.multitheftauto.com/index.php?p=resources&s=details&id=8643 They are copied from this original: https://community.multitheftauto.com/index.php?p=resources&s=details&id=6951 Looks different but same scripts, only graphical changes. DONE
  13. Hello Guys, thanks for all of your replies. Be patient with most of that stuff, cause its really in a very first alpha state, so dont use it on your official servers. There will be a possibility that a lot of clients cant play on your servers cause low fps then. In last days there was a lot of updates so have a look on github immedately to get the latest built. Current build is: v2c61Alpha Media: Original CSWP Shaders New Features: - Improved Shader Panel: -> all shaders can resetted now -> all shader settings were saved to an XML file now -> each shader can be enabled/disabled -> all shaders can be enabled/disabled -> some improvements for each shader setting -> time and weather can be set and frozen now in shader panel - reworked vehicle shader - improved grass shader - improved weather settings table for more realistic light - added bloom shader (not as single shader, is integrated in image quality) - added dof shader (very first state) (types: dof and tiltshift) - improved dynamic light shader - readded thunderstorms to stormy weather (including sounds and thunderbolt effect on all objects) ... and so on! Download latest source: https://github.com/Samake/cswp There will be possible bugs, you can report here or on github if you want. Remember, you can be a part of this! It is all for free for everyone. You can work on this source or you can fork your own one and create your own builds! All is allowed if its non commercial! Thank you very much if there are questions then send me a PN! Greets, Sam@ke
  14. Hi guys, today i present you a project im working since a few month (not daily, but very often). It was started as i began to make experiments with HLSL shaders in MTA:SA last year. Cause i´m not the best scripter (i can create all i want, but there will be some more better ways, i think) and stuck on a lot of little issue i released this project on GitHub in september last year under GPLv3 license so everyone can be a part of this project. In last weeks this project was sleeping a bit, but i restarted to work on it last month. Old code was complete rewritten in OOP and all shaders was improved, so it is complete new code base which should be a good starting point to create really amazing stuff now. Additional this project adding new weather system (like game S.T.A.L.K.E.R) into MTA:SA. Weathersystem is not finished but works for the moment, including soft weather state changes. (Stormy weather and thunderbolts will readded next days, not finished after code was rewritten) Ok, what is it? It isnt a resource which you can use on your own servers (you can, but isnt very playable yet). It is a HLSL shader playground for MTA:SA. My intention is to create the best possible shaders for the community with the community. Everybody who has experience in HLSL or good OOP LUA knowledge can join here and be a part of that project. CSWP is open source, so you can use it or any parts of it for your own projects too. For free! No needed permissions! But only for NON COMMERCIAL projects. This is the only rule you have to accept. A really big big thanks we have to say to "Ren_172". He is the guy who ever i had a question i got a professional answer. "Ren_172" was helping so much with his knowledge or his own really awesome shader resources. A lot of stuff inside CSWP exist only by help of Ren! Thanks, Bro. What´s CSWP including yet? - full dynamic weather with 120 weather presets (5 types of weather for each full hour) - soft weather state changing - dynamic ambient light shader to simulate movable sun, including bump mapping and roadshine elements - dynamic skybox shader with soft skytexture fading and shadered sun object - complete new water shader with realtime skybox reflections - experimental vehicle shader including dynamic light and realtime skybox reflections - glass shader for a lot of glass objects in the world including realtime skybox reflections - real sunshafts/godray shader based on suncolor and direction - simple grass shader to tint ambient light and disable vanilla alpha - debug menu (Key "F2") - shader panel (Key "F3") Each shader is configurable in shader panel, so you can test settings in realtime! ToDo - realtime shadows (help needed) - including my dynamic light resource: (will be done next days)- weather improvements - performance improvements Where to find source or informations? Developers can get latest build here: https://github.com/Samake/cswp Community Release: When its done! Developer-Gallery: http://gallery.samake-gaming.de/#!album-0 Developer-Video´s: https://www.youtube.com/channel/UCxCZkyH2RcuHjNsrwWL2HPA Some Media? Sure! Original CSWP Shaders Original CSWP Shaders Original CSWP Shaders Original CSWP Shaders Original CSWP Shaders Original CSWP Shaders MISC Important! This project/resource is in a really pre alpha state. There will be a lot of fps drops if you arent own a gaming pc. I got around 30 - 50 fps on a i7 Laptop with GeForce 640GTM. Dont use it on your public servers at the moment! Its only useful for developers yet. If you want help and has required knowledge, then feel free to join CSWP, grab your own copy and commit your work. You can contact me via PN in that forum, but i ignore questions not related to CSWP. I wont work for other projects or bind me or this project on a special server! Have a nice day/good night, Your Sam@ke PS: Sorry for my english language skills!
  15. Is not dead, but working on it is very slowly cause missed time in last weeks. I´m starting experiments with dynamic light sources and material shader last days. Additional i started to rewrite complete code in OOP, cause its needed for dynamic light source shader. Complete project is switched to open source on github. I´ll post link to it after newest code were uploaded in next weeks in a new official thread. Have a good new year and we will see soon new things. Greetz, Sam@ke
  16. Progress is fulfilling were slowly but i did step by step. All shaders can deactivated by admins separately in admin panel for server. Additional each client can handle active shaders on his own machine. Im still stuck on shadows at the moment, but im in hope to finish them in a first version in next few days. I´ve started to make cloud/sky texture changing more dynamic, but this is in a very early process.
  17. Here is another one short video to show a short test of dynamic light. Hope it´s fine: EDIT: Today i add another video which show current state of complete progress. I stuck at the moment at shadow mapping a bit and all technics i tried failed. There is be a lot stuff to learn in next weeks. But enough of words, please enjoy the next stage: Look in higher resolution for all details.
  18. Thanks for your post and youtube correction. Actual size is about 1,84 MB. But not all textures needed so i think it will be about 1MB if its finished. Here is another video with improved water shader and a first public test for godrays: External Link: Please watch in higher resolution for all details.
  19. Im working on new water shader for MTA. Here you can see a short preview video of the current state: External link: Please look in better quality for all details.
  20. Hi there, my name is Maik and im active in MTA scene since one year. In this forum i was only reading until now and my activities was separated to german MTA board. I´ve registered today to let you have a look into my resources. Mostly of them unfinished cause i do a lot of experiments and try out new things. All of those resources are for free and you can do what you want with it. You didnt have to ask me about permissions. You can grab out parts and use them for your own scripts or you can take any resource and finish them if you want. I didnt give any kind of support! If you need help have a look into files and start learning by your self. Those scripts arent perfect, im not a beginner but im not a pro too. Descriptions for even script are on community download page! Have fun with all that stuff and sorry for my english skills. Greetz, Sam@ke Shaders: Cartoon Shader (its not a copy of existing shader) Download: https://community.multitheftauto.com/index.php?p=resources&s=details&id=7350 Blur Shader Download: https://community.multitheftauto.com/index.php?p=resources&s=details&id=7349 Pencil Shader Download: https://community.multitheftauto.com/index.php?p=resources&s=details&id=7368 Old Movie Shader Download: https://community.multitheftauto.com/index.php?p=resources&s=details&id=6954 Scripts: Vehicle Interaction System Download: https://community.multitheftauto.com/index.php?p=resources&s=details&id=6392 Digital Speedometer Download: https://community.multitheftauto.com/index.php?p=resources&s=details&id=6951 Gamemodes: Fun with Flags (FWF) Download: https://community.multitheftauto.com/index.php?p=resources&s=details&id=7351 Additional: I have an finished complete selfmade race script ready too, which isnt really compareable with existing ones, but i wont release them at the moment until im sure it werent needed by myself.
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